using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using Microsoft.CodeAnalysis;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETFramework,Version=v4.6.2", FrameworkDisplayName = "")]
[assembly: AssemblyCompany("InstantRest")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("A Valheim mod that causes the player to instantly obtain rested bonus")]
[assembly: AssemblyFileVersion("0.2.0.0")]
[assembly: AssemblyInformationalVersion("0.2.0+72cd1d31e1bab44afde061124c805794922c94f7")]
[assembly: AssemblyProduct("InstantRest")]
[assembly: AssemblyTitle("InstantRest")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("0.2.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
internal sealed class RefSafetyRulesAttribute : Attribute
{
public readonly int Version;
public RefSafetyRulesAttribute(int P_0)
{
Version = P_0;
}
}
}
namespace InstantRest
{
[BepInPlugin("red.logsqua.InstantRest", "InstantRest", "0.2.0")]
public class InstantRest : BaseUnityPlugin
{
private const string PluginGUID = "red.logsqua.InstantRest";
public const string PluginName = "InstantRest";
private const string PluginVersion = "0.2.0";
public static ManualLogSource Log;
private void Awake()
{
Log = ((BaseUnityPlugin)this).Logger;
Log.LogInfo((object)"InstantRest version 0.2.0 is loaded!");
Harmony.CreateAndPatchAll(typeof(InstantRest).Assembly, "red.logsqua.InstantRest");
}
}
[HarmonyPatch(typeof(Player), "UpdateEnvStatusEffects")]
public static class Player_UpdateEnvStatusEffects_Patch
{
private static FieldInfo comfortField;
private static void Postfix(Player __instance)
{
if (((Character)__instance).GetSEMan().HaveStatusEffect(SEMan.s_statusEffectResting))
{
int num = SE_Rested.CalculateComfortLevel(__instance);
if (comfortField == null)
{
comfortField = typeof(Player).GetField("m_comfortLevel", BindingFlags.Instance | BindingFlags.NonPublic);
}
comfortField?.SetValue(__instance, num);
((Character)__instance).GetSEMan().AddStatusEffect(SEMan.s_statusEffectRested, true, 0, 0f);
}
}
}
public static class PluginInfo
{
public const string PLUGIN_GUID = "InstantRest";
public const string PLUGIN_NAME = "InstantRest";
public const string PLUGIN_VERSION = "0.2.0";
}
}